Difference between revisions of "Catalyst - Boon Support Healer"
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* Does not provide on-demand {{tooltip|Stability}} or {{tooltip|Aegis}}. | * Does not provide on-demand {{tooltip|Stability}} or {{tooltip|Aegis}}. | ||
* Have to use {{Skill|Conjure Frost Bow}}. If you hate Conjures, this may not be the build for you. | * Have to use {{Skill|Conjure Frost Bow}}. If you hate Conjures, this may not be the build for you. | ||
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* Skills with high hit-rate are needed to generate energy quickly to sustain boons. The template uses {{Skill|Glyph of Storms}} and {{Skill|Conjure Frost Bow}} to generate hits for energy. | * Skills with high hit-rate are needed to generate energy quickly to sustain boons. The template uses {{Skill|Glyph of Storms}} and {{Skill|Conjure Frost Bow}} to generate hits for energy. | ||
* {{Skill|Arcane Power}} may be a decent skill to buff your subgroup, however you may find it difficult to generate energy without {{Skill|Glyph of Storms}}. However, this is incredibly limited in use and probably isn't worth it most of the time. | * {{Skill|Arcane Power}} may be a decent skill to buff your subgroup, however you may find it difficult to generate energy without {{Skill|Glyph of Storms}}. However, this is incredibly limited in use and probably isn't worth it most of the time. | ||
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code = [&DQYROiUWQz8nDwAAvgEAAAUBAACPAAAAJgAAAAAAAAAAAAAAAAAAAAAAAAA=] | code = [&DQYROiUWQz8nDwAAvgEAAAUBAACPAAAAJgAAAAAAAAAAAAAAAAAAAAAAAAA=] | ||
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* Arcane is taken mainly for {{Trait|Arcane Resurrection}} and {{Trait|Elemental Enchantment}}, the other traits on the line do not matter as much. | * Arcane is taken mainly for {{Trait|Arcane Resurrection}} and {{Trait|Elemental Enchantment}}, the other traits on the line do not matter as much. | ||
* For tanking, you can take {{Trait|Hardened Auras}} for some extra survivability. Your aura sustain is through {{Trait|Elemental Epitome}}. | * For tanking, you can take {{Trait|Hardened Auras}} for some extra survivability. Your aura sustain is through {{Trait|Elemental Epitome}}. | ||
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* If you swap in Minstrel's to tank, Boon Duration may be lacking, take however much you need to feel comfortable. For bosses with more movement, higher Boon Duration is recommended. | * If you swap in Minstrel's to tank, Boon Duration may be lacking, take however much you need to feel comfortable. For bosses with more movement, higher Boon Duration is recommended. | ||
* If blocks are required, you can switch {{Skill|Signet of Water}} for {{Skill|Fortified Earth}} or {{Skill|Arcane Shield}}. | * If blocks are required, you can switch {{Skill|Signet of Water}} for {{Skill|Fortified Earth}} or {{Skill|Arcane Shield}}. | ||
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* {{utility|Bountiful Maintenance Oil}} - standard utility choice. | * {{utility|Bountiful Maintenance Oil}} - standard utility choice. | ||
* {{utility|Peppermint Oil}} - last resort/budget utility choice if you lack Boon Duration. | * {{utility|Peppermint Oil}} - last resort/budget utility choice if you lack Boon Duration. | ||
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==Usage== | ==Usage== | ||
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===Boons=== | ===Boons=== | ||
The majority of your boons come from {{Skill|Deploy Jade Sphere (Air)}} in various attunements. | The majority of your boons come from {{Skill|Deploy Jade Sphere (Air)}} in various attunements. |
Revision as of 12:32, 29 March 2024
This is a test build. You may comment and rate it.
Focused on: Healing, Support and Utility
Designed for: Raids
Overview
This variant of Catalyst can provide Quickness, Fury, 25 stacks of Might, Protection, Resolution, Swiftness and Regeneration to their subgroup. It can also provide a small amount of Vigor and Resistance.
Pros
- Not Firebrand - Support Healer.
- Fast pickups via , , and .
- More fun(?)
Cons
- Not Firebrand - Support Healer.
- cannot be moved, so boons will suffer if the group is spread and/or the boss moves too often.
- Does not provide on-demand Stability or Aegis.
- Have to use . If you hate Conjures, this may not be the build for you.
Skill Bar
Weapon Variants
Staff is the only real option for players that don't own Secrets of the Obscure.
Skill Variants
Utility Skills
- Skills with high hit-rate are needed to generate energy quickly to sustain boons. The template uses and to generate hits for energy.
- may be a decent skill to buff your subgroup, however you may find it difficult to generate energy without . However, this is incredibly limited in use and probably isn't worth it most of the time.
Template Code
Specializations
- Arcane is taken mainly for and , the other traits on the line do not matter as much.
- For tanking, you can take for some extra survivability. Your aura sustain is through .
Equipment
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
x6
x18
- If you are especially confident, a few Magi's pieces can be swapped in. You have a lot of breathing room on this build, anywhere from around 80% to 100% Boon Duration is quite playable. The boon duration is quite flexible due to .
Tanking
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
x6
x18
- If you swap in Minstrel's to tank, Boon Duration may be lacking, take however much you need to feel comfortable. For bosses with more movement, higher Boon Duration is recommended.
- If blocks are required, you can switch for or .
Food & Utility
Standard Healer Food works well.
- - standard ascended choice.
- - budget/standard non-ascended choice.
- - standard utility choice.
- - last resort/budget utility choice if you lack Boon Duration.
Usage
Boons
The majority of your boons come from
in various attunements.- Fire - Might
- Water - Resolution and Vigor
- Air - Quickness and Fury
- Earth - Protection and Resistance
On your first rotation, you will want to use Protection from ). By rotating sphere usage between Water and Earth, you can maintain relatively high uptimes on Protection and Resolution. As Protection is generally more useful, if you are struggling with uptime, use more in Earth.
in Fire, Air, and Earth. In the second rotation, use it in Fire, Air, and Water (you will still want to attune to Earth to triggerYou will lack Might slightly on your first rotation. This can be mitigated slightly by blasting with . Might will be sufficient starting on your second rotation of .
- Due to the cooldown on is actually 13 seconds in each attunement (without Alacrity), not 15s. With Alacrity, the cooldown is 10.5s.
- Don't forget supplemental Regeneration from and Swiftness from
Energy Generation
Important: You cannot generate energy through hits while any sphere is active! 2 Energy can be generated per attunement swap through
even if one is active, however. This means that to cast 3 instances of , we need to generate energy through hits quickly. This can be done using on the , , or other fast skills, such as , , , etc.
Healing
As a Staff Elementalist build, you have a lot of healing through weapon skills in
. Consistent healing comes from and while you are using Frost Bow. Burst Healing comes through and blasting the water field from with and .Healing Utility is mainly
. Don't hesitate to use this if needed, it has quite a short cooldown.Your Elite Skill,
allows you to summon an Ice Elemental that can use . This is another huge, short cooldown heal that can be used to burst your subgroup back up to full.You can also dodge to trigger
in WaterSpend time in
when you are not using in other attunements for uptime.Ratings
Comments
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